Pokémon TCG Pocket, Digital card game about collecting and battling with Pokémon cards

28 expansions with published odds, and three separate checkouts in Pokémon TCG Pocket

The physical Pokémon card game rebuilt for a phone, opening two free booster packs a day. Past those two, payment starts in three places: the App Store, Google Play, and a separate official web store. All 28 expansions publish pull rates card by card, and a cancelled subscription is not refunded.

Where to play

A booster pack splitting open with five cards fanning out, light escaping from only one of them

Twenty-eight odds tables, open to anyone

The Korean official site keeps a pull-rate disclosure menu, and behind it sit 28 pages, one for every expansion [1]. Open any of them and the chance of drawing each individual card is printed to three decimal places [2]. Very few mobile games with gacha in them publish that much, in any language. Most of the numbers below come from those 28 pages and from the two store listings, all as of 3 September 2026.

The game itself takes one line to describe. Pokémon TCG Pocket is the physical Pokémon card game rebuilt for a phone screen, where the point is collecting cards and battling with them. The Pokémon Company sells it and Creatures Inc. and DeNA developed it; the product information block on the Japanese official site splits those roles that way [6], and the traditional Chinese site matches [7]. It launched on 30 October 2024, a date the Korean site, the Japanese site and the App Store lookup all give [8][6][4].

Almost two years on, the app is still being worked on. Version 1.7.2 reached the App Store today [4], Google Play gives 1 September as its update date [5], and a new expansion sits at the top of that disclosure list [1]. Google Play’s install bracket reads 50 million and up, and the publisher’s own store copy claims 200 million downloads across 150 countries and regions [5].

Hardware support is one line long. The Korean site lists smartphones running iOS or Android and nothing else [8], and the Japanese and traditional Chinese sites say the same [6][7]. There is no PC build and no console build.

Two packs a day, five cards a pack

A day in this game starts with two packs. The Korean App Store and Google Play descriptions both say two booster packs open free every day [3][5], and the traditional Chinese site puts it the same way [7]. A pack holds five cards. The odds tables split their rows into the first three cards, the fourth card and the fifth card, so that count can be read straight off the page [2].

Three things happen to the cards after that. Battles come first, with an Auto option that finishes a match without constant attention and a ranked queue for anyone who wants more [3]. Displaying them comes second: cards go into files or onto boards that can be published for anyone to look at. Trading comes third, in two forms. Gifting sends Diamond 1 through Diamond 4 cards to a friend, capped at one received card per day. Trading now covers Diamond 1 through Diamond 4 and Star 1, with Star 2 and Shiny 1 and 2 added [3].

Some cards exist only in this version. The store copy calls them immersive cards, built so the artwork reads as a space you step into rather than a picture on a rectangle [3]. Cardboard cannot do that, and it is the clearest argument that this is a different object rather than a cheaper substitute.

94.711 percent, and the 0.033 percent beside it

The odds table sorts packs before it sorts cards. On the page for the newest expansion, a standard pack comes up 94.711 percent of the time, a standard pack with one extra card 5.238 percent, and a rare pack 0.050 percent [2]. Nineteen openings in twenty are ordinary, roughly one in twenty carries an extra card, and one in two thousand is the rare pack.

Inside a standard pack the rows split again. The first three slots only ever hold common cards, each at 3.125 percent. The fourth and fifth slots are where the value sits. Take a single row from the table. One specific ex card comes up at 0.033 percent in the fourth slot and 0.133 percent in the fifth. A common card in those same slots reads 3.461 and 2.307 percent [2].

Converted into a day, the arithmetic gets concrete. Two free packs mean ten cards, and the slots where an ex card can appear are the fourth and fifth of each pack, so a player hunting one particular ex gets four attempts a day at 0.033 and 0.133 percent. A generous disclosure and a generous rate are different things.

Both stores flag the structure in their rating lines. Google Play Korea marks the app for all ages with in-app purchases that include random items [5], and the Korean App Store lists its age rating as everyone [3].

From ₩1,300 to ₩130,000, at three separate tills

Installing costs nothing. The App Store lookup returns a price of zero [4], the Japanese site says free to start, and the traditional Chinese site says the game is free to play [6][7]. Everything after that begins in one of three places.

The first is App Store in-app purchases. The Korean listing carries the Premium Pass at ₩9,900, Poké Gold (paid) x5 at ₩1,300, x50 at ₩13,000, x100 at ₩26,000 and x200 at ₩52,000, with launch-commemoration bundles listed separately [3]. Poké Gold is the in-game currency, and the reason paid appears inside the product name comes up further down.

The second is Google Play, whose Korean listing states a range of ₩1,000 to ₩130,000 per item [5]. That ceiling sits above the highest single entry in the App Store list.

The third is outside the app entirely. store.pokemontcgpocket.com is an official web store with its own Korean-language pages. Its description runs to one line: the official web store for the game, where Poké Gold and other items can be purchased [10]. A purchase made in a browser never appears in either store’s purchase history, which means totalling what this game has cost takes three separate screens.

The Premium Pass is where the paper trail stops. The listing gives ₩9,900 and a name, says nothing about contents or duration, and the official help site would not open today.

Billing continues until the cancellation steps are finished

The Korean terms of service set out an auto-renewing paid subscription in Articles 5 through 7 [9]. Signing up and cancelling both happen at the payment provider rather than in the game. Unless the cancellation steps are completed, the term renews automatically for the same length and a fresh charge becomes due. Deleting the app changes nothing: the terms state plainly that billing continues unless cancellation is properly completed, and that no refund is issued for whatever remains of a cancelled term.

A different clause governs the cards. Article 4 states that in-game content has no monetary value, cannot be exchanged for legal tender, and may not be transferred or resold [9]. Cards are cards inside the account and nowhere else. For anyone who collects with resale in mind, that single article is the whole answer.

Article 8 explains the parentheses in the product name. Free content, including Poké Gold handed out as a bonus, is legally not treated as purchased [9]. That is why the store sells Poké Gold (paid) rather than Poké Gold. The two stack under the same name on screen and stand on different legal ground.

Ten hours in one sitting still ends at two packs

The download is 769MB and iOS 15.0 is the floor [4]. Android guidance appears on the traditional Chinese site: Android 7.0 or later, Vulkan support, a 64-bit device with at least 3GB of RAM, and a Snapdragon 845 or better [7]. A mid-range phone from a few years ago clears that.

The first ten hours run differently here than in most games. With two packs a day fixed, ten hours crammed into one afternoon still ends at ten cards. The unit of time is the date, not the session, so those ten hours usually spread across five days to a week.

What accumulates in that stretch is a habit rather than a collection. Open two packs, run a few battles on Auto, send a friend a card, close the app. Five to ten minutes each time. Nine languages are supported and Korean is one of them [4], so nothing is lost to reading card text; simplified Chinese is not among the nine.

Who it fits, and who should skip it

The fit is clear. Someone who likes Pokémon card art for its own sake, has five minutes a day, and has no interest in paying cardboard prices. Someone whose phone is a few years old. Someone who does not know the rules, since the first battles run on Auto and the mechanics become legible after a handful of matches.

The mismatch is just as clear. Anyone chasing one specific card runs into 0.033 percent as a wall. Anyone who thinks of a collection as an asset should read Article 4 before anything else. Anyone who wants to continue on a larger screen has no route at all; two phone platforms are the whole list.

For a first week, the practical order is this. Install it today, stop after the tutorial and the two packs, and leave the purchase screen closed. If two packs are still being opened three days later, look at the Premium Pass and the Poké Gold tiers then. Anyone planning to use the web store should know before opening it that those charges will not show up in either store’s history.

The open question is the ₩9,900. What the Premium Pass contains, how long it runs, and whether the auto-renewing subscription described in Articles 5 through 7 refers to it could not be confirmed today. The store listing has a name and a price, and the official help site would not load. Checking the duration on the in-game purchase screen before paying is the only route available right now.

Sources

[1] Pokémon Korea. Pull-rate disclosure index for Pokémon TCG Pocket. Accessed 3 September 2026.

[2] Pokémon Korea. Booster pack draw rates for the newest expansion. Accessed 3 September 2026.

[3] Apple. Pokémon TCG Pocket on the Korean App Store. Accessed 3 September 2026.

[4] Apple. iTunes lookup API, app ID 6479970832 (country=kr). Accessed 3 September 2026.

[5] Google. Pokémon TCG Pocket on Google Play Korea. Accessed 3 September 2026.

[6] The Pokémon Company. Product information, Japanese official site. Accessed 3 September 2026.

[7] The Pokémon Company. Product information, traditional Chinese official site. Accessed 3 September 2026.

[8] Pokémon Korea. Pokémon TCG Pocket Korean official site. Accessed 3 September 2026.

[9] The Pokémon Company. Pokémon TCG Pocket terms of service, Korean text. Accessed 3 September 2026.

[10] The Pokémon Company. Official web store for Pokémon TCG Pocket, Korean pages. Accessed 3 September 2026.

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